Fallout | Anyone else think shields would be fun? |
- Anyone else think shields would be fun?
- Fallout 4 I was eating a corpse when
- What would happen if we couldn't trust our pipboys?
- One thing Fallout 76 did that I love is getting rid of so many of the invisible walls that existed in the previous games
- So for those of you who build robots in Fallout 4, what did you name your bots and why?
- Fallout 76 is not a bad game; With that said, it is incredibly aggravating.
- Fallout New York - A Concept for a future Fallout Game.
- Fallout 1 & 2 on Console?
- Where is the well in good springs?
- Can we all agree the speech checks in Fallout are dumb?
- So fallout 76 is on gamepass and I was thinking about getting it, ive heard people say that This game reddemed itself but I've also heard that's it still shit so should I get it or not?
- Playing 76 for the first time wish me luck
- I'm stuck in fallout 4
- Fallout (spec pilot) script I wrote. (Link in description.)
- Background pipboy blur glitch
- fallout 2 what do I do now
- This might be last I needz help post, idk.
- Your own wasteland faction GO!
- In Fallout 3, I notice you can pay certain vendors to repair equipment. Does the merchant’s repair skill increase the more I purchase a repair?
- Would Fallout 4 run at a locked 60fps at high settings on a ryzen 3 2300x (4 cores), RX 580 8gb and 16gb of ram?
- Fallout NV Fun quests
- fallout 3 GOTY ps3 help :-(
Anyone else think shields would be fun? Posted: 17 Jul 2020 04:45 PM PDT So, you could carry them in your left hand and use a one handed weapon in your right. Would give some point to pistols other than being lighter. You wouldn't be able to aim down sights, but you could still hip fire, and they could add some perks to make that more viable. Also would work with a one-handed melee weapon. There could be some riot shields, some bigger metal ones, maybe a high tech group could have energy shields built into power armor. They could use the same tech as Photonic Resonance Barriers for lore purposes. Some enemies could use shield formations that would be tough to kill. Maybe if you fought the Legion in Arizona or Texas they could use actual Roman tactics. (Since the legion is bigger on fashion and buzzwords than actually using the tactics and engineering that made Rome great). Their shields could be roman looking tower shields. I know it would be a little, "Skyrim with Guns", but, personally, I would be totally cool with that. Extra idea: A Grognak's Shield, combined with lots of flavortext fan mail about how it doesn't fit Grognak's established character. [link] [comments] |
Fallout 4 I was eating a corpse when Posted: 17 Jul 2020 10:29 AM PDT Codsworth said. "A man needs his protein I suppose" I just thought it was funny [link] [comments] |
What would happen if we couldn't trust our pipboys? Posted: 18 Jul 2020 12:36 AM PDT tl;dr in a hypothetical fallout game: pipboy quest objectives are actually sent to you by someone trying to control your character and other characters for their own needs. (after writing all this I realized it's basically the Rico App from Westworld). tl;dr(part2) this is yet another post wishing for deeper rpg elements in fallout games. It all started with one of those shower thoughts. I asked myself does our playable character actually type out all those quest objectives in the pipboy? Where to go? What to investigate? Who to kill? What to steal and so on? What if in a hypothetical fallout game your playable character wakes up with amnesia (by design) and finds a pipboy strapped to the wrist. You're given quest objectives to "find out where you are" and "find out who you are" and the like. So you play the game doing all the quest objectives like we've always done until the pipboy starts telling you to do things that almost don't make sense. Like a mission objective that tells you to get "Revenge kill on evil dude". And you're like wait why is it a revenge kill? Now you could just keep going and the game will continue on and have a definite ending. Maybe the "revenge" part will make sense. Or you can start asking around. New conversation options pop up. Except none of that is recorded in your pipboy. From that point on you're basically playing the game without being able to rely on your pipboy for quest objectives. Everything from that point on is basically unmarked quests until you find out who's pulling the strings on your pipboy. While you've gone off the rails the pipboy puppet master (ppm) sends other "pipboy puppets" after you (maybe with a high enough charisma you can make them question things too). Things continue until you take control back of your pipboy, either by finding out how to jam incoming signals or finding and confronting the PPM. Then the game can progress to several different endings where you cooperate to accomplish the PPM's goals, retaliate and destroy PPM's organization and free other pipboy puppets, or maybe even take over the PPM's organization. Yes I know these are basically the same endings for new vegas. I'm not that creative, my whole post is derivative. Except for the path where you don't question anything and still finish the game none the wiser. I think I've gotten some rpg fatigue where the game boils down to just following mission objectives. This certainly makes for easier gameplay but for me it's been getting a little stale. You could say that's what I get for sticking to mainstream rpgs. Yes, there are other rpgs like the dark souls series that don't rely overtly tell you how to progress the game. But it'd be nice to have a play style that allows for that in Fallout. But with Fallout being mainstream I don't see Bethesda going this route. With all information manipulation that's gone wild in this year of the 'rona apocalypse/us presidential elections I realize that I far too often don't apply critical thinking. I haven't been checking sources for many claims I believe. I've been far too ready to support one side over the other without relying on solid foundations for that position. A sure influence for my lack of critical thinking has been my on-the-rails rpgs. My escapism has lulled my critical thinking. Which isn't a surprise. Real life demands more than I've cared to apply. I've definitely gone off the tracks from wherever the heck I started. All in all, Fallout has always been the universe I come back to. I'd love a Fallout game with deeper rpg elements. I know I'm not alone. This is our echo chamber after all. Fellow wanderers who happened to read this post, I wish you well. I hope you keep safe during these turbulent times. War may never change but I believe we have the power to do so. [link] [comments] |
Posted: 17 Jul 2020 07:55 AM PDT The freedom to move around the mountains of West Virginia is one of those small things that I really appreciate and I never really see anyone talking about it. Maybe most people don't care but I had gotten used to there being invisible walls nearly everywhere and always found it annoying. It's a cheap way to limit your mobility. The last time that wasn't the case in a Bethesda game was in Oblivion. Though that game went a little too far in the other direction to the point that you can eventually jump 60 feet in the air and leap off mountain tops without dying. It was fun but kind of absurd and the mechanics ended up feeling way too floaty. It's a small thing but it's nice to be able to stand and look at any spot near you and just walk in that direction without having to weave around a bunch of invisible walls. [link] [comments] |
So for those of you who build robots in Fallout 4, what did you name your bots and why? Posted: 18 Jul 2020 01:04 AM PDT I've named mine after the order I made them in, and then a song name. I then try to give them something pertaining to that name if I can. So far I have:
I kinda like doing things this way because it makes naming them a challenge since the song title has to make sense. You can't name a robot something like "Show me a sign" or "Tomorrow comes today". There's also an extra challenge to make it fit thematically so that's fun. How do you usually do it? Do you just pick a random name or do you have a process? [link] [comments] |
Fallout 76 is not a bad game; With that said, it is incredibly aggravating. Posted: 17 Jul 2020 09:40 PM PDT Fallout 76 is an enjoyable game. I enjoy the quests, I goof around with my friends, I enjoy building up my base, etc. The thing is, Fallout 76 has an incredibly vast number of very annoying mechanics and I'm going to be going over a few of them today. Let's continue. -1. You have a very limited amount of storage. In Fallout 76, your storage is limited to you, as well as 800 pounds of storage at your base. That sounds like a lot, but it runs short very, very quickly. Once that's gone, you don't get anymore. You get to either spend your time over encumbered, not have enough resources to build up your base, or you have to invest every single SPECIAL point you possibly can into Strength, and get the exact right perk cards. This can become a viscous cycle of needing materials so that you can create things so that you can actually defend yourself against another very annoying mechanic, and, you know, survive. The unfortunate part of that is that there's also a very small limit on what you can build. But we'll get into that later. -2. Random Attacks. Your camp will receive random attacks quite frequently, and if you don't have turrets, you're practically guaranteed to die at least a couple times. Unfortunately, it can be hard to get turrets, because of the aforementioned drawback of a severe lack of storage. If turrets aren't your main focus, you are not getting turrets. Now, this wouldn't be a huge deal if not for one thing; These attacks are capable of destroying most things found within your camp. You will have to pay resources to fix these things. This wouldn't be a problem if we had unlimited storage; but we don't. If we don't spend two days and grind the fuck out a turret system, every other time we return to our camp we will have to take from our already limited supply of materials to repair our generators, water purifiers, etc. -3. The level system for areas. There is certain areas that have more materials that will make grinding of things a little less infuriating. The thing is, most of these areas are loaded with very high level enemies, and you most likely will not survive if you've not gone with the slow, aggravating grind to get to a high level before entering these areas. I understand certain regions spawning enemies that are slightly higher level than the ones you're used to, but getting level 80 enemies when you're level 10 is ridiculous. It really is. -4. The level system The level system is a system that basically says that if you don't grind out their game for long enough, you're not allowed to do more than a measly amount of damage to things outside of 3 levels from you. I understand that it's to prevent absolutely demolishing enemies that are the same level as you, but they really should just implement the same system that they used in fallout 4. A gun in a high level character's hands will do more damage than a gun in a low level character's hands. It worked great in Fallout 4. It shouldn't be difficult to implement and it would make it so that half the weapons we find are actually usable without having to grind this aggravating game for 23 more levels. -5. The grouping system This one may be a little confusing. Allow me to elaborate. In Fallout 76, you aren't allowed to create a clan that basically means that you and another person are always friendly. No, every single time you want to play with someone else, you have to establish with the game that you're friendly with each other. It's stupid! Why can't I just always be friends with someone? I think that this is most of my problem thus far. This will probably become an updated list in the future, as my character is currently only level 10 and I've only been playing for about a week. For all of you who are going to say that I should just not play the game if I don't like it, I don't want to. I'm doing this purely so I can give proper feedback. So, to sum it all up; Fallout 76 is a disgustingly aggravating game and the only thing they'd have to do to fix a majority of why it's annoying (as far as I can tell) is to add another 0 to the end of the storage weight capacity. [link] [comments] |
Fallout New York - A Concept for a future Fallout Game. Posted: 17 Jul 2020 12:58 PM PDT I love the Fallout series – I've played every game except 76. FO 3 is what pulled me in, but 1 and 2 were great in their simplicity and emphasis on questing and overall tone. For me, the ruined wastes and desolated buildings were an awesome setting for a game. The Elder Scrolls-style exploration of 3 and 4 were great additions, and I sunk hundreds of hours into the newer entries. One thing that always captivated me was a sense of wonder at what other parts of the post-nuclear world might have looked like, particularly the big cities like New York and Philadelphia. Seeing as NYC has always been a shining example of America™ at its finest (especially in the FO universe), I've dreamed of what it would be like to journey through the irradiated ruins of the city. There was a mod someone made for FO 4 (Operation Manhattan, I believe) that I plan on trying at some point – that being said, it's more of a small expansion than a full game. One thing that, over time, irritated me was the increasing suspension of disbelief that's required for the scenarios to make sense. I found it slightly hard to feel immersed in 3 and 4 when a full two centuries have passed since the bombs fell, yet I'm finding full ammo caches, stimpacks galore, and unspoiled food. Realistically, this would all be gone - picked over by the hundreds of scavengers and raiders who would pass through the area (especially around DC and Boston). I always felt that a period closer in time to the Great War would be more realistic setting for a FO game, similar to how 76 was set a mere 25 years later. I want something that captures the desolation, death and destruction of nuclear war, while still exploring the main theme in FO: what society and survival looks like when civilization is destroyed. As a result, I thought up a concept for a Fallout game set in New York City. The purpose for this is just to get feedback – I can't be the only person who feels that artistically, Fallout should try taking a step back to its roots and change up the time period rather than going increasingly far into the future. Maybe I'll write some bad fanfic about it. I don't know – but I feel like this is a good place to throw the idea out there. Some of this draws inspiration from the Empire Wasteland page, located at the FO wiki: https://ccfalloutroleplaying.fandom.com/wiki/Empire_Wasteland. I enjoyed reading those pages, which, while not technically canon, were great entries and piqued my interest further in the topic. Setting: New York City – 2087. Ten years have passed since the Nuclear Holocaust obliterated mankind, and New York City was not spared. The warhead that detonated over the city left a crater in what was the Financial District and toppled most skyscrapers in the city. The blast killed millions in an instant, and ten years later the skeletons and corpses still clog the streets. A reddish-yellow hue fills the sky, while the irradiated water billows with trash and debris. Buildings have not entered a state of advanced decay yet, but it is clear that they have been abandoned for the most part for the last decade. However, some life remains. Survivors now struggle to survive, but they are the fortunate ones. While millions survived in 2077, most did not last long, as the large majority of survivors perished several months later in a time now known as The Great Death. Without food, clean water, or medical supplies, the millions of New Yorkers who avoided the blast succumbed to the massive radiation and disease that followed in its wake. Now, those in the Wasteland who still live have been left with the physical and mental scars of the violence and death that occurred during that time. They remember what life what like before the War, but it is slowly fading into the past. Those that were not turned into Ghouls were nonetheless left with severe burns, radiation poisoning, and widespread cancers that slowly have decimated the communities that banded together. Virtually everyone in the city suffers from these diseases, and they are slowly worsening. It is in this time that the last remnants of humanity fight for their survival. Factions: three main factions exist. Aside from the squabbling communities that have arisen in the ashes, they represent the primary groups competing for power. The Hospital is a group that was formed from the remains of NY-Presbyterian Hospital, the largest in the city. Led by a council of doctors, they struggle to ration what little medical resources they have to the sick and dying population of the city. While they conduct research into curing the radiation and mutations behind their locked doors, most survivors feel that The Hospital has turned their backs on the city. Their headquarters is the salvaged remains of NY-Presbyterian, fortified into an armored compound to avoid the violence that goes on around it. The Risen are a militant army of Ghouls led by their leader, Jacob. In the aftermath of the War, the Ghouls were driven out of the settlements, fearing that they carried disease and death. When the Ghouls realized that they were now immune to radiation and disease, they began to view themselves as the superior form of humanity, uniquely suited to surviving the post-nuclear world. Jacob holds great contempt for the surviving humans, and his Ghouls have become one of the most powerful and unified groups in the wasteland. They crush raider gangs and settlements with impunity, seeking to bring an enforced peace to the city from their headquarters in the remains of the Empire State Building. The Enforcers are the remains of the United States Army and Government, who took shelter in the scattered military bases and government buildings. While most soldiers were killed in the blasts, the few who survived were immediately deployed into the streets to try and restore law and order – needless to say, they failed. But the remains of the government have not stopped pretending that the United States continues to govern the land, and take every opportunity to enforce their optimistic, propaganda-filled rule. They maintain scattered control in various parts of the city, but possess the few guns, tanks, and Vertibirds that are still working. They seek to stay true to the United States' original plan – repopulate the world using the Vaults, through whatever means necessary. The Plot. Vault 80 is located on Staten Island, and was a more upscale model of Vault, designed to provide comfort for the upper class of New York City. When the bombs fell, The Wanderer (PC) was only 10 years old. Now, a decade has passed. Growing up in the vault has been relatively easy, with the Overseer presiding over the quiet lives the inhabitants have led underground. On October 23, 2087, the all-clear signal is given, but initial reports indicate levels of radiation too high for long-term survival. Rather than send everyone out into the wasteland, the Overseer selects The Wanderer for the task of making contact with the United States Government and/or Vault Tek to receive further orders. He urges The Wanderer to hurry, as the Vault's supplies were perfectly rationed to last 10 years – given current stocks, only 150 days remain until the Vault's inhabitants are forced to expose themselves to radiation in an attempt to secure food and water. Upon leaving the Vault, the Wanderer makes contact with the small communities of Staten Island, where he hears of the Hospital – the Wasteland's only source of dwindling medical supplies. Finding little food or fresh water, The Wanderer tries to take a ferry into Manhattan – however, the radiation from the epicenter of the blast (just off the tip of the Financial District) makes this impossible. Instead, he crosses the Verrazano Bridge to Brooklyn, where he encounters the Enforcers – or at least, what's left of them. They have blockaded the way into Brooklyn, and the only way through is by way of Coney Island, home to a large raider gang. After doing some filler quests in Brooklyn, the Wanderer is introduced to The Risen, and is asked by their leader, Jacob, to visit them in Manhattan. After journeying through the feral-ghoul filled subway and crossing the Brooklyn Bridge, the Wanderer arrives in Manhattan, where the three factions are locked in a bitter war for supremacy of the island. Despite the Hospital having large quantities of radiation suits and medical equipment, they are unwilling to share them with outsiders – instead, doling them out slowly to gain influence among the survivors and settlers. Meeting Jacob in the ruins of the Empire State building, The Wanderer is made an offer. Jacob will help the Wanderer assault the Hospital with the help of his Ghoul army, but in return, He must first help the Risen secure a Nuclear Power Plant near Yonkers, to the North. This plant will restore power to Much of Manhattan, giving Jacob the upper hand and paving a way forward for him to unite the city under his control. He promises that the Vault 80 inhabitants would be given supplies and help in exchange – a place to live amongst the new order. At the same time, The Wanderer is approached by a member of the Hospital. Fearing Jacob's seizure of Power Plant, the Hospital, led by their reclusive leader Dr. Klein, offers the Wanderer entry to the Hospital in exchange for securing the Power Plant for them. The Hospital needs a large amount of power to work on a new serum that inoculates people against the ill effects of radiation – they have made progress in the past decade, but with most of the city without power, their larger equipment in the Hospital remains useless. They offer this serum to the Vault 80 inhabitants upon completion but giving them the power supply would surely mean the destruction of the Risen and their slaughter at the hands of the Hospital's mercenaries. Finally, a member of the Enforcers approaches the Wanderer. Allowing them to enter the Federal Building in Midtown Manhattan, General Taylor makes the Wanderer a third offer – secure the Power plant for the United States government, and he can expect the full resources of the U.S. military in rebuilding the city. Restoring power would grant them access to West Point, up the Hudson River, where the Military's underground warehouses contain untouched weaponry the likes of which haven't been seen in a decade. With this firepower, General Taylor can wipe out the Mutants and Ghouls, and take back the Hospital's medical supplies, paving the way for peace in the City. The Wanderer makes his way to Yonkers to gain entry to the power plant – human verification is needed to pass the automated security checks (the Ghouls' DNA have been scrambled by radiation – hence, they cannot gain access), and the Enforcers have been unable to risk their limited manpower on such an assault. The Power Plant is guarded by the most advanced in Pre-war robotic security (to guard against Chinese Communist saboteurs). Once inside, the Wanderer must battle his way to the control room, where he realizes that the Power Plant is on the verge of a nuclear meltdown. Without new coolant being delivered for the past decade, the last automated stores ran out several weeks ago. Within the next several weeks, a Meltdown will occur, destroying the plant and spewing radiation into the atmosphere the likes of which dwarf the Great War. The Wanderer is then faced with several choices. Jacob reveals to the Wanderer that he holds humans in contempt; he views the Ghouls as the true successors to humanity, as they are unified in their cause and immune to the radiation. Further, he tells the player that the cancer and disease that have plagued the city in the aftermath of the war will only get worse for the survivors. To end the violence his kind has suffered at the hands of the humans, Jacob plans on letting the meltdown happen – spewing radiation into the city and causing many of the survivors to become Ghouls. Everyone else will die of the radiation, leaving the Risen as the last power in the City. His rationale is that if he did not turn them into Ghouls, the humans would suffer a slow and painful death at the hands of radiation poisoning and cancer caused by the bombs. Jacob sees this as salvation for them, and a chance at survival for those who become Ghouls and gain immunity to radiation. Jacob warns the player that he will seize the plant by force if necessary. The Hospital asks that the Wanderer divert the power of the plant to them and help them with their experiments. Scientists at the Hospital possess the knowledge and tools to avert a meltdown. There is a high likelihood, however, that the resulting radiation serum will save a few while killing many in the process. Dr. Klein sees this as a necessary trade-off- rather than let the survivors die of cancer and disease, having them roll the dice with his serum would save at least some people, and stay true (in a sense) to his Hippocratic Oath. Dr. Klein refuses to do nothing, warning the player that the Hospital will muster an army of mercenaries to take the plant if the Wanderer refuses. Finally, the Enforcers approach The Wanderer with a third choice. General Taylor has high-level codes that will unlock a failsafe within the Power plant, encasing the main reactor in a lead-lined, concrete shell ("We realized the need for it after what happened to the commies at Chernobyl"). This 'sarcophagus' will protect the city form the ensuing lethal radiation. The Enforcers will launch an all-out attack on the Hospital, while General Taylor plans to use a nuclear warhead recovered from West Point to obliterate the Risen. The supply of radiation suits and gear recovered from the Hospital will ensure that the Enforcers (and the inhabitants of Vault 80) can now live peacefully, free from the warring factions and raider gangs that plague the City. Food can be grown in New Jersey, where Enclave scientists have developed a method of crop production even in the irradiated soil. General Taylor warns the Wanderer that the United States will regain authority, even if it takes nuclear weapons and the death of thousands to do it. Ultimately, the faction the player sides with is their ally in a large battle wherein the other two factions launch a huge attack on the power plant. The player can defend it in battle, or alternatively go to the leaders of the other two factions and either convince them to call off their attack (through Speech), or rig their bases to explode (Science). The ending is dictated by which faction the player chooses. Obviously, each scenario involves a bunch of people dying – but it is light-years better than Fallout 3's "Will you be a Good Guy™ or a Bad Guy™?" ending with the water purifier. I also think there could be an entire fourth option/questline where, instead of helping one of the three factions, the player organizes a way for the inhabitants of Vault 80 to just leave the City altogether and escape to upstate New York or something. This would be more convoluted and objectively difficult than the other three options, but would give players an "out" who didn't want to help any faction kill a bunch of people. Any option in which members of their own vault potentially died would be hard for a player to choose – they've been a home base for much of the game, with family members and friends they've grown up with. Obviously, there would be a ton of side quests and things to do, like stuff in Chinatown, visiting the other vaults in the area, helping larger settlements outside the city (think an East-Coast Hub). Maybe even throw in Atlantic City, NJ as a side area, so we could add in the elements from Fallout 2 and NV that people liked. Gameplay: This is the least thought-out part of it. I would keep a large variety of guns available (a la NV), but reduce the availability of them in the wasteland. Realistically, guns would be very difficult to come by, especially after 10 years – outside of a few Army/National Guard bases and police stations, its not like everyone would be carrying around energy weapons and missile launchers like in FO 3 and 4. That being said, there would be a lot of homemade weapons like pipe guns, an emphasis on explosives and melee weapons, and a general lack of medical supplies and food. Crafting would be there – not because it's a fun side thing to upgrade your guns, but because you'll likely need to do it to create healing items and even basic weapons. The Enforcers would be the only ones with power armor – after all, they are basically the Enclave and the Brotherhood of Steel combined (but before either faction came to power anywhere). I'd also like to bring back the skills from the first two Fallouts (Science, First Aid) that you could use to make the quests more interesting. Overall, I envision it as an RPG that returns to the original feel of 1 and 2 with tough decisions and high role-playing potential, but keeps the exploration aspect of the Bethesda games that we all addictively love. I picture the trailer being a montage of the Wanderer running from Ghouls, scaling ruined skyscrapers, and blasting raiders while "New York, New York" by Frank Sinatra plays. I'd love to hear people's feedback on this and whether the community agrees, or if I'm just a loser who plays video games too much. Maybe I'll turn it into a fan fic, or try to design a pen-and-paper type game out of it. Cheers! [link] [comments] |
Posted: 18 Jul 2020 01:21 AM PDT I've played recently all the Fallout games released by Bethesda 3-76 and have enjoyed it a ton but feel I've played all the games enough and wish there was more. I've been watching some videos on the first and second games and have been really interested in the story and gameplay even though it's completely different from the Bethesda format but it got me thinking what if they were re-released on console? I know similar games to Fallout 1 and 2 like Baldur's Gate 1&2 and Planescape we're put on Xbox, (Idk about PS4) and based off reviews controls were pretty well configured to controller from keyboard and thought Bethesda could do the same? Idk of Bethesda could do this and if they could would cost a lot but I think I'd be really down for this. Like the Baldur's Gate re-release on console both Fallout 1 and 2 could be sold together and at about the same price ($49.99) but I'd definitely buy it. Haven't really seen anyone ask this or think about this but I think it would be really cool. Thoughts? [link] [comments] |
Where is the well in good springs? Posted: 18 Jul 2020 03:19 AM PDT |
Can we all agree the speech checks in Fallout are dumb? Posted: 17 Jul 2020 04:31 PM PDT Everyone always talks about Fallout's " great writing! " and how having extra dialogue options is always a good thing, but in my opinion Fallout's dialogue has always been pretty bad. Fallout 1 - Speech 100 = " Actually, your idea is dumb because your mutants can't breed " and then the gives up immediately and master kills himself Fallout 3 - Speech 100 = " President Eden, your logic is actually dumb " and then it gives up immediately and kills itself. Fallout NV - Speech 100 = " Legate Lanius, the Legion doesn't have enough supplies to capture California " and then he gives up and literally runs away immediately. It's like every character in Fallout has the mind of a 12 year old, if you point out obvious observations they bow to your superior barter/speech/science skill. The writing has always been pretty lazy for skill checked dialogue and even main story dialogue. [link] [comments] |
Posted: 18 Jul 2020 04:19 AM PDT |
Playing 76 for the first time wish me luck Posted: 18 Jul 2020 03:53 AM PDT |
Posted: 17 Jul 2020 01:25 PM PDT I'm stuck a freeing the minute men because they won't acknowledge it please help, I don't know what to do. [link] [comments] |
Fallout (spec pilot) script I wrote. (Link in description.) Posted: 17 Jul 2020 05:06 PM PDT I wrote a SPEC pilot for the new Fallout show announces by Amazon. I saw it announced on deadline and wanted to take a stab at it before anyone was really leaked. Check it out if you're a Fallout fan OR... if you're Jonathan Nolan, Lisa Joy, anyone at KILTER films (staff me? writer? writers assistant?), a lit agent, etc. Anyone reading it would be great! https://drive.google.com/file/d/1jFWhnjCAm3tCBH8ZAWAXijpzjDgkFxDk/view?usp=sharing [link] [comments] |
Posted: 18 Jul 2020 02:36 AM PDT So this isn't too much of a big deal but it is kind of annoying. Basically in the background of my has a blur from the DOF which im fine with, but there is also a weird see through seem around my finger. Its Really hard to explain but here is a picture https://imgur.com/MDKVigE Im using ESOUI modlist: https://eso-ui.com/fallout4/ [link] [comments] |
Posted: 18 Jul 2020 02:14 AM PDT I got the geck and got back to the tribal place (sorry I forgot the name of it) to find it destroyed and massacred. The dude told me of the enclave and camp Navarro and now I don't know what to do when I ask arroyos I still get the dialogue options about the geck dispute me already finding it. And also what do I do with the geck now I stored it in the bos thing in San Francisco [link] [comments] |
This might be last I needz help post, idk. Posted: 17 Jul 2020 10:26 PM PDT So I was watching Oxhorns character video. And he mentioned a mod called Concealed Armor by Nisas. I play on Xbox so no surprise when I searched it up that it wasn't available. Does anyone know a mod like that for Xbox. I currently have my main outfit on with combat armor clipping in making my character look less cool. [link] [comments] |
Your own wasteland faction GO! Posted: 17 Jul 2020 07:28 AM PDT If you could design your own faction in the fallout universe, what would it be? Feel free to go overkill with lore and backstory! [link] [comments] |
Posted: 17 Jul 2020 05:51 PM PDT |
Posted: 18 Jul 2020 01:18 AM PDT |
Posted: 17 Jul 2020 12:56 PM PDT Anyone know some lesser known fallout new Vegas quests that are fun, but not so known? [link] [comments] |
Posted: 17 Jul 2020 07:39 PM PDT so i got the GOTY complete with all the dlcs andddd i started playing today and played from my previous disc save which was around 80% through the original story. up until this point i had very little issues. maybe worth mentioning my save is around 5000mb but oh my god now my game is literally UNPLAYABLE it is so so laggy and super glitchy now? there was a deathclaw in the ground, i was playing broken steel and the BOS soldiers just decided to stop following me?? my mines are blowing up about 10 feet away from where i'm placing them, my weapon sometimes won't even fire, dogmeat keeps disappearing and not following me and then dying when i'm not even in combat i have no other saves available other than one from the start of the game. and i don't particularly want to start a new save because i have items and perks id like to keep :( is there any way i can fix this or make it better? any help is appreciated [link] [comments] |
You are subscribed to email updates from Fallout | Reddit. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment